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🔫 Laser Arena

Cannons on the four edges charge up and sweep whole rows and columns. Dashed warns, solid kills. Last one alive wins.

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The arena and the cannons

A visible 5×5 grid, with cannons fixed on the four rails of the frame — one per row and per column. When a cannon charges, its beam will cover the entire row or column.

The patterns vary: a single band, a cross, two parallels, three. Always with a guarantee of at least two safe cells, and never repeating the previous attack.

The visual promise is the rule

Dashed and faint: it is going to light up here. Solid: it catches. The tiles in the band, the beam guide and the cannon core all rise in intensity across the charging window — when it reaches full, that is the shot.

And the intensity follows the server's real timing, not a fixed-length animation. That matters because the window shrinks as the game speeds up: with a fixed animation, 'full' stopped coinciding with the shot exactly when things got hard.

The frame lights up when you are in the line of fire. It is the warning you do not have to go looking for.

The difficulty is continuous

More bands per attack, a shorter charge and a shorter gap between them. There are no levels: the pressure rises without pause until one player is left.

Why it was rebuilt

The first version was one-dimensional: five columns and only left and right. With a single axis the pattern became predictable within a few rounds — you could solve the game in your head. A square arena with cannons on all four sides multiplied the number of distinct situations without adding a single new rule.

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